/*!
 *      \file gameboard.cpp
 *
 *      \brief Definitions for the GameBoard class.
 *
 *      Copyright 2008 Anish Mangal <anishmangal2002@gmail.com>
 *
 *      This program is free software; you can redistribute it and/or modify
 *      it under the terms of the GNU General Public License as published by
 *      the Free Software Foundation; either version 2 of the License, or
 *      (at your option) any later version.
 *
 *      This program is distributed in the hope that it will be useful,
 *      but WITHOUT ANY WARRANTY; without even the implied warranty of
 *      MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *      GNU General Public License for more details.
 *
 *      You should have received a copy of the GNU General Public License
 *      along with this program; if not, write to the Free Software
 *      Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
 *      MA 02110-1301, USA.
 *
 * 		Author(s)	:	Anish Mangal
 * 		Email(s)	:	anishmangal2002@gmail.com
 * 		Code Rev.	:	0.1(alph)
 *		Project		:	cannon_camp
 * 		Date		:	2008-05-07-09.20 (IST)
 * 		Changelog	:	<log file>
 */

/****************************************************************************
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** This file is part of the example classes of the Qt Toolkit.
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#include <QApplication>
#include <QFont>
#include <QGridLayout>
#include <QHBoxLayout>
#include <QLCDNumber>
#include <QLabel>
#include <QPushButton>
#include <QVBoxLayout>
#include <QSlider>
#include <QShortcut>
#include <QWidget>
#include <QInputDialog>

#include "cannonfield.h"
#include "gameboard.h"
#include "lcdrange.h"

GameBoard::GameBoard(QWidget *parent)
    : QWidget(parent)
{
    numTargets = 0;
    QPushButton *quit = new QPushButton(tr("&Quit"));
    quit->setFont(QFont("Times", 18, QFont::Bold));

    connect(quit, SIGNAL(clicked()), qApp, SLOT(quit()));

    LCDRange *angle = new LCDRange(tr("ANGLE"));
    angle->setRange(5, 70);

    LCDRange *force = new LCDRange(tr("FORCE"));
    force->setRange(10, 50);

    LCDRange *wind = new LCDRange(tr("WIND"));
    wind->setRange(-10, 10);
    wind->setValue(0);
	wind->setEnabled(false);

	QFrame *cannonBox = new QFrame;
	cannonBox->setFrameStyle(QFrame::WinPanel | QFrame::Sunken);

    cannonField = new CannonField;

	connect(cannonField, SIGNAL(windChanged(int)),
			wind, SLOT(setValue(int)));

    connect(angle, SIGNAL(valueChanged(int)),
    		cannonField, SLOT(setAngle(int)));
    connect(cannonField, SIGNAL(angleChanged(int)),
            angle, SLOT(setValue(int)));

    connect(force, SIGNAL(valueChanged(int)),
            cannonField, SLOT(setForce(int)));
    connect(cannonField, SIGNAL(forceChanged(int)),
            force, SLOT(setValue(int)));

    connect(cannonField, SIGNAL(hit(QPoint)),
            this, SLOT(hit(QPoint)));
    connect(cannonField, SIGNAL(missed()),
            this, SLOT(missed()));

    QPushButton *shoot = new QPushButton(tr("&Shoot"));
    shoot->setFont(QFont("Times", 18, QFont::Bold));

    connect(shoot, SIGNAL(clicked()),
            this, SLOT(fire()));
    connect(cannonField, SIGNAL(canShoot(bool)),
            shoot, SLOT(setEnabled(bool)));

    QPushButton *restart = new QPushButton(tr("&New Game"));
    restart->setFont(QFont("Times", 18, QFont::Bold));

    connect(restart, SIGNAL(clicked()), this, SLOT(newGame()));

    hits = new QLCDNumber(2);
    hits->setSegmentStyle(QLCDNumber::Filled);

    shotsLeft = new QLCDNumber(2);
    shotsLeft->setSegmentStyle(QLCDNumber::Filled);

    QLabel *hitsLabel = new QLabel(tr("HITS"));
    QLabel *shotsLeftLabel = new QLabel(tr("SHOTS LEFT"));

	(void) new QShortcut(Qt::Key_Enter, this, SLOT(fire()));
	(void) new QShortcut(Qt::Key_Return, this, SLOT(fire()));
	(void) new QShortcut(Qt::CTRL + Qt::Key_Q, this, SLOT(close()));

    QHBoxLayout *topLayout = new QHBoxLayout;
    topLayout->addWidget(shoot);
    topLayout->addWidget(hits);
    topLayout->addWidget(hitsLabel);
    topLayout->addWidget(shotsLeft);
    topLayout->addWidget(shotsLeftLabel);
    topLayout->addStretch(1);
    topLayout->addWidget(restart);

    QVBoxLayout *leftLayout = new QVBoxLayout;
    leftLayout->addWidget(angle);
    leftLayout->addWidget(force);
    leftLayout->addWidget(wind);

	QVBoxLayout *cannonLayout = new QVBoxLayout;
	cannonLayout->addWidget(cannonField);
	cannonBox->setLayout(cannonLayout);

    QGridLayout *gridLayout = new QGridLayout;
    gridLayout->addWidget(quit, 0, 0);
    gridLayout->addLayout(topLayout, 0, 1);
    gridLayout->addLayout(leftLayout, 1, 0);
    gridLayout->addWidget(cannonBox, 1, 1, 2, 1);
    gridLayout->setColumnStretch(1, 5);

    setLayout(gridLayout);

    angle->setValue(60);
    force->setValue(25);
    angle->setFocus();

    newGame();
}

void GameBoard::fire()
{
    if (cannonField->gameOver() || cannonField->isShooting())
        return;
    shotsLeft->display(shotsLeft->intValue() - 1);
    cannonField->shoot();
}

void GameBoard::hit(QPoint p)
{
    hits->display(hits->intValue() + 1);
    if (shotsLeft->intValue() == 0)
        cannonField->setGameOver();
    else
    {
    	cannonField->newTarget();
    	for (int j = 1; j < numTargets; j++)
    		cannonField->addTarget();
    }
}

void GameBoard::missed()
{
    if (shotsLeft->intValue() == 0)
        cannonField->setGameOver();
}

void GameBoard::newGame()
{
    shotsLeft->display(15);
    hits->display(0);
    cannonField->restartGame();
    bool ok;
    int i = QInputDialog::getInteger(this, tr("Input Required"),
                                      tr("Enter number of targets"), 2, 1, 10, 1, &ok);
    cannonField->newTarget();

	numTargets = i;

    if (ok)
    	for (int j = 1; j < i; j++)
    		cannonField->addTarget();
    return;
}
